Getting bored yet?
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- Hero of the Desert
- Posts: 1724
- Joined: Thu Apr 18, 2002 3:18 am
- Location: The Wastes
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Getting bored yet?
<strong>[ -> N/A]</strong>
More idle chatter from the isle...
<blockquote>
Hello. I've been thinking about perks lately. I've spent a lot of time going through the perk lists in Fallout, Fallout 2, and Fallout: Tactics. I noticed a few trends that I'd like to discuss.
1) A lot of "skill++" perks with different names (Ghost, Thief, Harmless, Master Thief, Medic!, Mr. Fixit). I'm not a big fan of skill++ perks because they don't really allow the character to do anything new. They just allow the character to do the same things better. That's neat and all, but really, that's what you spend skill points on. I wouldn't suggest eliminating the skill++ perks, but I think that they could just be sub-perks of one general skill++ perk. E.g.: the player hits level 6 and picks skill++ perk, then is given another list showing all the skills. He or she picks one. On the character record screen, it shows Skill++: Computer Ops.
2) A large number of perks that either directly relate to combat skills or are unrelated to any skills (Strong Back, Quick Pockets, etc.). Personally, I would like to see more perks that are directly connected to having high non-combat skills, like Healer.
I also think it would be interesting to have manufacturing perks that allow science boys to create equipment from otherwise useless junk that they find in their travels. The items could range from drugs to explosives to medical kits and so on.
Do Master Trader (25% reduction in cost, which is really what Barter does), Salesman (+20% Barter) , and Negotiator (+20% to Barter) all need to exist? Could we replace two of those with something a little more involving? Bulk Trader: The higher the volume of items you buy and sell, the better the deals (players start to orient their inventory management and purchasing around getting the highest count of a single item). Junk Merchant: All items worth 1-3 "dollars" are worth twice as much when you sell them (players store assorted odds and ends in their locker/trunk waiting for a rainy day to cash them all in).
I'd like to see perks that allow the player to play differently, as cheap as that sounds. If a player can take a perk for their character and it makes them think differently about how they are playing, that seems more interesting to me than just jacking the skill value up.
-JE Sawyer
</blockquote>
Thanks to Deadlus for pointing this out. Read the thread <a href="http://forums.interplay.com/viewtopic.php?t=22331" target=_blank>here</a>.
Try not to fall asleep.
More idle chatter from the isle...
<blockquote>
Hello. I've been thinking about perks lately. I've spent a lot of time going through the perk lists in Fallout, Fallout 2, and Fallout: Tactics. I noticed a few trends that I'd like to discuss.
1) A lot of "skill++" perks with different names (Ghost, Thief, Harmless, Master Thief, Medic!, Mr. Fixit). I'm not a big fan of skill++ perks because they don't really allow the character to do anything new. They just allow the character to do the same things better. That's neat and all, but really, that's what you spend skill points on. I wouldn't suggest eliminating the skill++ perks, but I think that they could just be sub-perks of one general skill++ perk. E.g.: the player hits level 6 and picks skill++ perk, then is given another list showing all the skills. He or she picks one. On the character record screen, it shows Skill++: Computer Ops.
2) A large number of perks that either directly relate to combat skills or are unrelated to any skills (Strong Back, Quick Pockets, etc.). Personally, I would like to see more perks that are directly connected to having high non-combat skills, like Healer.
I also think it would be interesting to have manufacturing perks that allow science boys to create equipment from otherwise useless junk that they find in their travels. The items could range from drugs to explosives to medical kits and so on.
Do Master Trader (25% reduction in cost, which is really what Barter does), Salesman (+20% Barter) , and Negotiator (+20% to Barter) all need to exist? Could we replace two of those with something a little more involving? Bulk Trader: The higher the volume of items you buy and sell, the better the deals (players start to orient their inventory management and purchasing around getting the highest count of a single item). Junk Merchant: All items worth 1-3 "dollars" are worth twice as much when you sell them (players store assorted odds and ends in their locker/trunk waiting for a rainy day to cash them all in).
I'd like to see perks that allow the player to play differently, as cheap as that sounds. If a player can take a perk for their character and it makes them think differently about how they are playing, that seems more interesting to me than just jacking the skill value up.
-JE Sawyer
</blockquote>
Thanks to Deadlus for pointing this out. Read the thread <a href="http://forums.interplay.com/viewtopic.php?t=22331" target=_blank>here</a>.
Try not to fall asleep.
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- Hero of the Desert
- Posts: 1724
- Joined: Thu Apr 18, 2002 3:18 am
- Location: The Wastes
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Re: Getting bored yet?
All nice changes but it begs the question, you just thought of this stuff now? All seems pretty obvious.
The answer to your first question is shaddup.
- swordinstone
- Vault Scion
- Posts: 179
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- Location: The Glowing Bogs (Florida)
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I think some perks should be available only after selecting another perk, have a tree system... but dont keep it totally linear, it can cross over in sections that make sense to the designers. This is untested, just a thought I had.
My other thought on perks is, that there is a large difference between building up you character while your playing through the game, (some perks are picked based on situations and the way you like your character to play the game) and building a character for multiplayer, where you can simply bump him up to lvl 30 and maximize his effectiveness for multiplayer combat. That's part of what is lost in Multiplayer, the RPG elements, which is why Coop is so much better for this game than deathmatch. I know this might seem like I'm straying off topic here, but Perks are all the customization of a character you have left after creation (besides skill points obviously), so they are extremely important. There should be a lot more, the list should be available in the manual, and they should be vigorously balanced by patches.
This will make Fallout similar to Diablo in some ways, but Diablo is a great game interms of its dynamic ability to be single player or multiplayer with the same character.... and during gameplay. I dont want Fallout turned into a fast action hack n slash or anything, I just think its system is somewhat similar to diablo (more complex tho).
My other thought on perks is, that there is a large difference between building up you character while your playing through the game, (some perks are picked based on situations and the way you like your character to play the game) and building a character for multiplayer, where you can simply bump him up to lvl 30 and maximize his effectiveness for multiplayer combat. That's part of what is lost in Multiplayer, the RPG elements, which is why Coop is so much better for this game than deathmatch. I know this might seem like I'm straying off topic here, but Perks are all the customization of a character you have left after creation (besides skill points obviously), so they are extremely important. There should be a lot more, the list should be available in the manual, and they should be vigorously balanced by patches.
This will make Fallout similar to Diablo in some ways, but Diablo is a great game interms of its dynamic ability to be single player or multiplayer with the same character.... and during gameplay. I dont want Fallout turned into a fast action hack n slash or anything, I just think its system is somewhat similar to diablo (more complex tho).
Against the grain
That where I'll stay
Swimmin up stream...
I maintain against the grain!
That where I'll stay
Swimmin up stream...
I maintain against the grain!
Yeah, tree perks would be cool.
Fallout is pretty similar to the d20 system, both have feats/perks every 3 levels, different rates of skill progression, etc... weird.
Fallout is pretty similar to the d20 system, both have feats/perks every 3 levels, different rates of skill progression, etc... weird.
suppose you're thinking about a plate of shrimp. suddenly somebody will say like 'plate' or 'shrimp' or 'plate of shrimp', out of the blue, no explanation.